SGOTM 11 - Fifth Element

Galleons
There is no way that I can completely comprehend the galley chain directions
It sounds more complicated than it needs to be because I don't know your level of experience with transfering units between Galleons. If you could clarify your level of experience with doing so, then I can try and write instructions that better match your experience level.
 
Worker Actions for the Barb Island
Again, it's pretty straight-forward.

1. We would like to have a Fort NW + W of Devilsgate. It doesn't even have to be completed during your turnset, so even just assigning 1 Worker would be sufficient, but feel free to send 2 Workers.
2. We'd like a Mine (but no Road) on our GIron, 1W of Zhou. You'll have to wait for a border expansion before you can do it.

Our borders in Zhou aren't even likely to expand over the Fur within your turnset, so that's about it. Most of the Workers on the Barb Island WILL have idle time, which makes it even easier to manage them.
 
Galleons

It sounds more complicated than it needs to be because I don't know your level of experience with transfering units between Galleons. If you could clarify your level of experience with doing so, then I can try and write instructions that better match your experience level.

Also, I set up a galley chain example test game several hundred posts ago that will help you understand the mechanics of how to transer troops in galleys and send them half way across the globe in 1 turn. This would be a great way to ensure that you understand how it works in a game if you don't know how to do it already.
 
War with Mehmed
I've been rethinking how we plan to go after Mehmed's Cities.

Based on Mitchum's spreadsheet layout, plus my calculation of many of the hidden modifiers that I've been tracking over time, we will easily win the Secretary General election against Toku as long as:
1. We Gift Saladin a tech duiring Mitchum's turnset
AND
2. We gift Isabella a tech during Mitchum's turnset
AND
3. We potentially use a backup option of bribing Toku to go to peace with Mehmed and then to declare war on Mehmed on the same turn, again a task best left to Mitchum's turnset


So, we can totally give up on the idea of capturing Mehmed's City to the north of Cordoba.

THUS, THE GALLEON STUFF CAN BE MADE A WHOLE LOT SIMPLER.

That's my compromise so that you can play. Is that fair?


Here's what we'll do
Basically, we've got 3 land units that have landed and have movement points available to them. We'll just load them back onto Galleon 4.

Then Galleon 4 can move onto the same square as Galleon 2 and Skip its Turn, since Galleon 2 has already used up its movement points on this turn.

You can move these two Galleons together as a team up to drop off our army of 6 units on the GFor 2 squares south of Chinook.

They can stay there until our 2 Macemen and 1 Horse Archer arrive.

Feel free to give whatever promotions you feel are necessary. It's your war, you take charge of the units and their promotions. You'd a war veteran, you know what to do.

All I ask is that you play defensively on that Forest until backup arrives.

We can still complete the Airships, but instead of using them against Chinook, we'll just have to use them against Toledo.


The 4 units near Toledo can camp out on the GH Jungle square 1S of Toledo. I would suggest that you do not attack the City until you have Airships to help you out.

Also, the emphasis will be mostly on winning defensive battles, once Mehmed gets a big enough stack to dare to attack you, but you can also take a few "easy attacks" on the City once you have Airship support. Still, even if he does attack, the odds will be in your favour from being on such a highly defensive square.


Units from Barb Area
It now becomes really easy to know what to do with them. Send Galleon 1 to Barcelona once you've grabbed 2 Cats and a Mace. Preferably, you'll grab the Mace with 3 City Raider promos, but if you grab the wrong one, who cares? A Mace is a Mace, it'll still work.


Just send the units to Barcelona, unload them, and they can IMMEDIATELY join in defending the GH Jungle square 1S of Toledo. Galleon 1 just turns around to go and grab the remaining 2 Macemen from the Barb Area.

On the following turn, with Airship support, the 2 Cats and Macemen can attack Toledo, but it's your call as to whether or not to attack on a particular turn. Maybe you'd rather defend? It'll be up to you to analyze the situation and play appropriately.


This way, we'll get our Great General points, while we'll also put a heavy focus on capturing Chinook for the Silk.


Overall
Sound like a better plan?


Your "Galleon Chain" is only 2 Galleons. If you have any experience at all with transfering units from one boat to another, then it should be a piece of cake for you to figure out how to chain 2 Galleons together, right?

Even if not, it's only 1 more turn by not chaining them, so it's not the end of the world if you don't manage to do it.


The Galleon that's being built in Three Clams can be used to ferry over the Longbowman from Risaia and the Trebuchet from Bedrock. Again, we can potentially save a turn or two with a Galleon chain, but that turn or two won't make or break us, so if you can't figure it out, oh well, at least you'll have saved turns from the units walking across the land, which is a savings of movement, so it's acceptable.


Now, does that plan sound like something that you can implement?
 
Okay, it is late here and I need to go to bed. I will try to consolidate all of Dhoom's changes into my PPP tomorrow and post it. Then make a practice run. If all goes well and there isn't any major issues, do I have the go ahead to play. My revised PPP won't have been up for 24 hours at that point but I should be able to have it up for a few hours before I play my TS. I'll add in any other suggestions to if appropriate.

I really do want to get in 1 more TS but I don't want to hold up the game or make a major mistake since everyone else has worked so hard to get us here.
 
Okay, it is late here and I need to go to bed. I will try to consolidate all of Dhoom's changes into my PPP tomorrow and post it.

I really do want to get in 1 more TS but I don't want to hold up the game or make a major mistake since everyone else has worked so hard to get us here.
I may have a few more suggestions between now and then, such as hiring some Scientists in several Cities, but yes, I don't see an issue with you playing with less time between your PPP and the turnset.

If you have a very rough, approximate time as to when you plan to post the PPP and when you'd like to have the feedback in by, let us know and I can try and review the PPP for anything that might have gotten missed.
 
One suggestion on the war plans. I think it's better to throw everything we have at Chinook. At this point, I'm leaning against using a GE on the Taj Mahal, so we don't HAVE to generate a Great General to have 4 great people. We don't know how well defended Chinook will be, but we need to take it quickly so that it is out of revolt and we have defensive units in the city and on the Silk resource by the time the UN diplo vote comes up.

So, I suggest that we send the first 6 troops to the tile 1W of Chinook via galleon (no chaining required). The galleons can circle back and pick up the rest of our army if it looks like we'll need them to take and hold the city.

We'll leave Toledo alone for now. We can always do something with it later if we have enough of an army to do so.

Our final great person will come from Crabs on T284 (15 turns) if we leave the current specialists alone there. We should have plenty of time to get this great person to the fur.

I've run tests and with one GE, it will actually take 3 turns to build the UN. In my previous testing, I was running Organized Religion. Since we have to stay in Theocracy, we'll have to forego the extra 25% hammers, which will add 1 turn to build the UN.
 
UN Completion and Final Four
I've run tests and with one GE, it will actually take 3 turns to build the UN. In my previous testing, I was running Organized Religion. Since we have to stay in Theocracy, we'll have to forego the extra 25% hammers, which will add 1 turn to build the UN.
Three turns is already really great! So, basically, it sounds like we will save one of our Great Engineers to be one of our Final 4 Great People.

That means that we won't need a Great General, as we'll have:
1. A Scientist that UT will drop off out of Galleon 1
2. One of our 2 Great Engineers
3. A Great Person coming from Delhi in 2 turns. UT can just fortify him in Delhi, to "hang out" with the Great Engineers that are already Fortified there.
4. A Great Person coming from Crabs in however many turns--15 turns you said.


Chinook
One suggestion on the war plans. I think it's better to throw everything we have at Chinook.

So, I suggest that we send the first 6 troops to the tile 1W of Chinook via galleon (no chaining required). The galleons can circle back and pick up the rest of our army if it looks like we'll need them to take and hold the city.
Well, in that case, we might as well plan to send all 4 units that are near Toledo to the north-west immediately, as a stack of 4 units (i.e. meeting up on the GH Gem Mine on T269).

Forget Toledo for those 4 units, since, as you say, we'll have a Great Engineer and thus won't need to generate a Great General.

The 4 units near Toledo can board the 2 Galleons (Galleons 2 and 4) somewhere along the Coast to the north-west of Cordoba. That is, after Galleons 2 and 4 drop our army off next to Chinook.


And, as you say, we might as well just send the units next to Chinook, since we'll have 6 of them. That way, UT can immediately begin sieging the City with our Trebuchet. 1W of Chinook looks like a good choice for a landing spot, as it won't be on a Road of Mehmed's, making it harder for him to counter-attack our stack of units. Plus, it's a bit out of the way, so his counter-attacking units will have to really travel far before they can attack us.


... need to take it quickly so that it is out of revolt and we have defensive units in the city and on the Silk resource by the time the UN diplo vote comes up.
Since we don't care about generating a Great General, and we don't care about capturing a City from Mehmed in order to build The UN, it doesn't hurt to throw an overkill amount of units at Chinook. This way, Chinook should be captured in time for it to come out of revolt. It also means that we'll have enough units to park some units on a Silk Resource, to prevent them from all being pillaged on us and thus ruining our victory.


The 2 Macemen and the 1 Horse Archer backup
We can still aim to send these units to support those at Chinook. The more units at Chinook, the merrier.


Units from the Barb Area
Okay, so that makes me think that we should pick up 3 Macemen from the Barb Area and leave the Catapults for the second round of pickup.


We might as well use the 3 Macemen to defend the GH Jungle square 1S of Todelo. That way, Isabella won't get overrun by Mehmed's forces and we won't have Isabella having to declare war on us (by becoming Mehmed's vassal) just for her to stay alive in the game.

Airships can still eventually come, but they are less of a priority.

Which leads me to the next point:
I think that the faster that we can learn Mass Media, the better off that we will be.


Hiring Scientists across the Nation
So, I would suggest that we hire Scientists just about everywhere.

The "rule of thumb" would be to work our Gold Resources, our Silver Reources, but otherwise, hire Scientists anywhere else that we can do so.

I would say that we would hire Scientists in Cities such that the Cities will not shrink within UT's turnset. So, as long as the Cities will not shrink for 9 turns or more, it's okay to hire the Scientists. It's actually good to "eat up" the Food in our Foodboxes this way, as it doesn't look like we'll need our own population to be large in order to win the Secretary General vote.

Winning the Diplo Vote should be even easier, since we'll have Toku able to vote for us.


Let me give a couple of examples:
Delhi: We don't want to change the citizen allocation here, as we're already low on Food in our Foodbox.

Silverado: We can turn 5 Coast squares into Scientists. We can turn 1 GIrr square into a Scientist. The City will shrink in 9 turns, which will happen after UT's turnset, so we're good to go here.

Riverdale: We want to keep growing this City, so we won't hire any more Scientists here.

You know what? I might as well just list all Cities.

Bedrock: Click on the Hire Scientist plus icon "+" six times. That'll switch a Priest, and Engineer, a PMarble, a aPRiv Irr, a GHWind, and a GRiver Horse into 6 Scientists. You can probably then manually switch one of the GRiv Irr squares to the GRiv Horse square, sinec the Horse is a pretty good square to work. We'll shrink in 12 turns if we work the GRiv Irr square or 10 turns if we work the GRiv Horse square, both of which are above our limit of 9 or more turns to shrink.

Wheaties: We don't need that Airship so badly, do we? Click on the Hire Scientist icon 6 times and we'll turn 2 PH Mines and 4 PIrr squares into 6 Scientists. We'll shrink in 12 turns.

Grt Person Farm: We don't want to change the citizen allocation here.

Risaia: Hire 2 Scientists, which uses up a PRiv Irr square and a GIrr square. We'll shrink in 14 turns.

Crabs: We don't want to change the citizen allocation here.

Three Clams: We don't want to change the citizen allocation here.

Sugar Daddy: Hire 4 Scientists, using up our Engineer and 3 GH Mines. We'll shrink in 15 turns.

Goldfish: Manually switch an Artist to a Scientist and a Coast to a Scientist. Make sure that we're still working the Fish and 2 Gold Resources, as those Gold Resources will help to keep us from losing too much Gold per Turn. We'll shrink in 11 turns.

Ivory Towers: Click on the Hire Scientist icon 8 times. The only 3 squares that our citizens will work are the NW + W Fish, the S + S Clam, and the S GIvory Camp. We will shrink in 9 turns.

Mystic: Click on the Hire Scientist icon 5 times. We'll convert an Engineer and 4 Coast squares into Scientists. We will shrink in 20 turns.

DevilsGate: You might as well leave this City's citizens to be "auto assigned" by the City Govern. It'll help to work its matured Cottages, while Hiring Scientists here isn't amazingly lucrative, as we have no Science-multiplying buildings.

Zhou: Probably the same thing as DevilsGate: make it easy on yourself and just let the City Governor do its magic.


This way, we'll get Mass Media in 11 turns instead of 18 turns!!! WOW! It will be up to Mitchum to fix the Cities from shrinking population points, so you can comfortably pass him off a bunch of almost-starving Cities and let him deal with that situation! ;)


Remember that if you collect 600 Gold, you can run a turn of 100% Science. So, should that happen, we might even be able to get Mass Media in less than 11 turns! 11 turns will already be really great, though!
 
UN Completion and Final Four

Three turns is already really great! So, basically, it sounds like we will save one of our Great Engineers to be one of our Final 4 Great People.

That means that we won't need a Great General, as we'll have:
1. A Scientist that UT will drop off out of Galleon 1
2. One of our 2 Great Engineers
3. A Great Person coming from Delhi in 2 turns. UT can just fortify him in Delhi, to "hang out" with the Great Engineers that are already Fortified there.
4. A Great Person coming from Crabs in however many turns--15 turns you said.

I agree with this plan. However, please leave both GEs in Delhi for now. We may get lucky and generate a Great General anyway. If we do, we can use both GEs to finish the UN in 1 turn and our GG can be the fourth great person.

Which leads me to the next point:
I think that the faster that we can learn Mass Media, the better off that we will be.


Hiring Scientists across the Nation
So, I would suggest that we hire Scientists just about everywhere.

This plan sounds good too. Mass Media in 11 turns (or less if we get a bunch of gold in trade and can run 100% science for one turn during UT's turnset). Be sure that Riverdale grows. The bigger it is, the easier it will be to complete the UN in 3 turns.


@UT Is it possible to play 3 or 4 turns and then pause for an hour or two? This will allow us to re-assess the diplo situation, tech/resource trading options, MM research progress and defenses in Chinook before you finish your turnset.
 
Do we need any more units? WEALTH, BABY, WEALTH!
I mean, honestly. We've got 10 units that are going to head to Chinook.

We have 3 more units (2 Maces and a Horse Archer) that will join them afterwards.

Airships are just a luxury.

Other units probably won't make much of an impact.


What do you guys think of the idea of IMMEDIATELY building WEALTH in nearly every single City?

The main exception would be to build Buddhist Missionaries as a higher priority than building Wealth.

The sooner that we can get Mass Media, the sooner that we can get started on building The UN.

Unlike in Vanilla, testing shows that in BTS, Diplo Voting does not happen on a "set cycle." Instead, we're looking at a fixed set of 8 turns after the Secretary General vote for the Diplo Victory vote to come available.

So, getting even 1 turn faster on The UN from building Wealth everywhere (except where we're building Buddhist Missionaries), seems like the way to go. Even in the Cities where we are building Buddhist Missionaries, when the Missionaries are complete and we have 3 of them on the go (meaning that we can't build another Buddhist Missionary) we should even switch to Wealth in those Cities (Delhi and/or Grt Person Farm).


Okay, maybe we can finish a few units, like the War Elephant in Riverdale, the War Elephant in Ivory Towers, and the Galleon in Three Clams, since those units are almost complete. But then, we could switch to building Wealth in those Cities, too.

All of the other partially-completed units? FORGET THEM! Who cares? We only need our Silk City and then the rest is SPEED, SPEED, SPEED to Mass Media. Wealth, baby, Wealth!

Even the Courthouses in DevilsGate and Zhou are useless! FORGET THEM! Building Wealth, even in those two Cities, is the means to success!



Galleon Chaining
As for that Galleon Chaining, I'm not even sure that it makes sense. I noticed (after talking about Buddhist Missionaries) that we have one such Buddhist Missionary in Wheaties, which will probably hop onto Galleon 3.

So, that only leaves Galleon 5 around our main continent for ferrying the 2 Macemen (Macemen 6 and 7) plus Horse Archer 2 over to Chinook.

Thus, there won't even be any Galleon chaining to do!

Once Galleon 3 comes back from dropping off a Buddhist Missionary to Isabella, we can probably shuttle Riverdale's War Elephant and a Buddhist Missionary over to Chinook with one of Galleon 3 or the new Galleon built in Three Clams, while the other Galleon takes the other newly-build Buddhist Missionary (Delhi and Grt Person Farm and both building a Buddhist Missionary) over to Isabella.


So, I don't even see anywhere that can make use of Galleon Chaining! UT, you're off of the hook! ;) You can feel free to dance for joy now... :cool:
 
Divine Right and Nationalism
Toku has neither of these techs. If we can get BOTH of them in trade and he still does not have them, then I would suggest that we use them for our "free" bit of Justinian hating Toku by -1.

Toku will accept peace with Mehmed for Paper, but we don't want to give him Paper if we don't have to do so.

Therefore, he'll definitely take a tech like Divine Right for peace with Mehmed and he will likely throw in some Gold as part of the deal, too.

Only get Toku to make peace with Mehmed if Toku wants Nationalism, though, as we want a tech to bribe him back into a war ON THE SAME TURN that we get him to declare peace with Mehmed.


If we wait until Mitchum's turnset, Toku may have researched or traded for one or both of these techs. However, since we plan to get both of these techs on the same turn as each other, the cheap one (Divine Right) can be used to bribe Toku to make Peace with Mehmed. Then, immeditely afterwards, on the same turn, we can bribe Toku back into war with Mehmed using the other tech, Nationalism.

Toku went to war earlier for a very cheap tech, so surely, an expensive one like Nationalism will be sufficient.

On top of that, the AIs can then have a race to the Taj Mahal, The Spiral Minaret, and Versailles. The losers of these Wonder races will earn themselves some Gold, which we may be able to get from them. Of course, with us hiring Scientists and building Wealth, this extra Gold will probably come too late, since we will already be speeding up our tech rate by quite a bit, but whatever--let the AIs spend their Resources on Wonder-building instead of on Military units.
 
Forest Chopping
Since we'll be building Wealth, the only City that can really use the Hammers from chopping now is Delhi. You can still chop the other 2 Forests near Mystic, but I'd suggest that we start by chopping the Forest to the west of Delhi. That's the Forest that is to the NW + W + W of Delhi.

It will either go into a Buddhist Missionary or will be "stored" in a Wealth build to be able to go into the "next" Buddhist Missionary.


Cancelling Military Unit builds in Delhi and Grt Person Farm
Just watch that when the Buddhist Missionaries in Delhi and Grt Person Farm finish that we are building Wealth--it's probably best to just remove the Trebuchet from Delhi's build queue and the Pikeman from Grt Person Farm's build queue on T269, so that you don't forget to switch to building Wealth.
 
Keeping the AIs Happy
Remember, if an AI Demands a tech, it's theirs.

That includes Astronomy, Paper, and yes, even Liberalism. If they want it, we will give it, and in return they will give us a +1 Diplo Modifier.

How great is that? It's amazing!

Let's just hope that it happens.
 
Wealth Just About Everywhere
In fact, if we hire Scientists and build Wealth, we'll actually be making positive income when we run 0% Science. So, forget keeping a minimum 200 Gold balance. Spend away, mister!

The only reason for keeping a minimum balance was if we were going to have a shortfall, but we won't while building Wealth, so feel free to spend it all on the pursuit of Research!


Let's give Mitchum a heart attack (not a real one, of course) by getting to Mass Media too soon for him, so that he'll have to worry about other factors becoming the main items on his "critical path" to success.


If you do pause partway through your turnset, say, to upload a copy of the saved game to get some feedback, as Mitchum suggested, we can probably assess the trading situation and decide which techs, if any, to trade away for Gold, so that a good portion of your turnset can potentially be run at a 100% Science Rate.
 
Which galleons, if any, should start heading to the east of Zara (west of Barb Island) during UT's turnset? These galleons are intended to ferry the final few great people to the Fur.
 
Which galleons, if any, should start heading to the east of Zara (west of Barb Island) during UT's turnset? These galleons are intended to ferry the final few great people to the Fur.
I think that all of the Galleons are going to be busy.

Certainly, any Galleon that appears to be "done" their duties can head to that area, but I don't think that any Galleons are going to be done until your turnset.

But, sure, if UT has a Galleon that doesn't have any units remaining to shuttle, it can head to the area that you indicated, to the east of Zara's lands.
 
T269

Move Galleon with GS towards Barb Island.
Chop both forests S of Mystic, 1 W of Copper
Load Buddhist Missionary into galleon and send it to Izzy
Move LB on Barb Island to Devils Gate, MM to Zhau, Worker to fort location, Warriors to Zhau, 3 of units to the coast to be picked up by GS Galleon
Move Stack of units N E of Cordoba back on the ship and head up to attack Mehmed’s silk city, Move stack of other 4 across the continent towards pickup spot.



T270

Move new units to closest Army rally point
Unload GS. Load Devil gate units on Galleon and send to Mehmed land drop off point
Load up warriors in Justinian's land and leave in city so that they can be moved and dropped off next turn



T271

Gift Bud. Mission to Izzy. Switch to Bud Mission in Delhi
Move the rest of the workers to Delhi complete need jobs from list below
Drop off both warriors on the fort near Devils Gate
Load up troops and sent them to military drop point in Mehmed land
Begin knocking down walls on silk city


T272

Send Airship to Cordoba
Load up Budh. Mission and send to Izzy
Move new units to rally point and change build queues to Wealth


T273
Use Airship to soften city defenders
Gift Missionary to Izzy, Start a new one in Delhi

T274

Main troops - Continue knocking down walls
Backup troops move into position
Send next missionary to Izzy
Rebase new Airship to cordoba. Use Other Airship to work on city under attack

T275

Gift 3rd Missionary to Izzy and start a new one in GPF
Continue assault

T276

Continue attack


Save game
Submit save

Other Notes

Once Saladin is willing to trade us Divine Right, we can execute the following trades:
1. Trade Education and Printing Press to Justinian for Nationalism, Guilds, and whatever Gold that he will give to us (which he'll currently trade but it would be too soon to do as then he might just trade Printing Press to Saladin--wait until we can get Divine Right out of Saladin)
2. Printing Press to Saladin for Divine Right and whatever Gold that he will give to us (which is a trade that Saladin would likely be willing to make, due to the high value of the trade for him)
3. On the next turn, Trade Divine Right to Toku for Music and whatever Gold that he will give to us (Music is a tech that he'll currently trade and would probably give to us for a high-valued tech like Divine Right)

Refuse to switch out of Buddhism

Refuse other trade offers

Keep research at 0% unless I can get 1 turn of 100% successfully

Keep researching Mass Media
Switch all build queues to wealth as soon as current unit is finished except for Buddhist missionaries

Worker Actions

Devils Island:
1. Send 2 workers to build Fort NW + W of Devilsgate.
2. Mine (but no Road) on our GIron, 1W of Zhou after border expands
Main Land
1. Build a Road on the PH Mine NW of Wheaties
2. Build a Fort on the indicated square to the SE + S of Silverado
3. Potentially partially-build some Workshops near Riverdale. Mitchum still needs to get back to us on this point, and if it's required, more than 1 Worker could get assigned to this task
4. Chop the 3 Forests
5. Put down some Forest Preserves




I plan to play in 4 to 5 hours unless someone says STOP. If so then I will have to pass on this TS.
 
Switch all build queues to wealth as soon as current unit is finished except for Buddhist missionaries

Actually, most cities will switch to building wealth on your first turn. Only a few cities will keep building the units in their queue and GP Farm and Delhi will continue to pump out Buddhist Missionaries. I don't have the save available right now, but I think Dhoomstriker already mentioned which ones.

Also, did you miss the post about hiring scientists in almost all cities.

I plan to play in 4 to 5 hours unless someone says STOP. If so then I will have to pass on this TS.

This sounds fine to me.
 
T269
MM to Zhau
T270
Load Devil gate units on Galleon and send to Mehmed land drop off point
T269
Maceman 1 moves to the GCot N + N of DevilsGate and does not go to Zhou.

T271
Galleon 1 arrives at the Coast N + N + N of DevilsGate.
Maceman 1 and two other units get onto Galleon 1.


T272
Send Airship to Cordoba
T274
Rebase new Airship to cordoba. Use Other Airship to work on city under attack
That's not going to happen. We're building Wealth nearly everywhere. We won't be completing these Airships, so you should delete those items from your PPP. On that note...


T272
change build queues to Wealth
T269 (not T272)
Delhi: Remove the Trebuchet from the build queue.
Delhi: Shift+click on the Wealth build item to make it build after the Buddhist Missionary.
Silverado: Remove the 5 citizens working the Coast. Remove the 1W GIrr square's citizen. Hire 6 Scientists. The Foodbox should say "Shrinking (9 turns)."
Silverado: Click on Wealth to make it the current build item. We will not complete this Airship.
Riverdale: Fire the 2 Scientists. Work the SE For Tunrda and the S + S Tundra. The Foodbox should say "Growth!."
Riverdale: Shift+click on the Wealth build item to make it build after the War Elephant.
Bedrock: Click on the Hire Scientist plus icon "+" 6 times. Manually remove the citizen from the GRiv Irr to the S + S. Work the GRiv Horse. The Foodbox should say "Shrinking (10 turns)."
Bedrock: Click on Wealth to make it the current build item. We will not complete this Trebuchet.
Wheaties: Click on the Hire Scientist plus icon "+" 6 times. The Foodbox should say "Shrinking (12 turns)."
Wheaties: Click on Wealth to make it the current build item. We will not complete this Airship.
Grt Person Farm: Remove the Pikeman from the build queue.
Grt Person Farm: Shift+click on the Wealth build item to make it build after the Buddhist Missionary
Risaia: Click on the Hire Scientist plus icon "+" 2 times. The Foodbox should say "Shrinking (14 turns)."
Risaia: Click on Wealth to make it the current build item. We will not complete this Longbowman.
Crabs: Click on Wealth to make it the current build item. We will not complete this Longbowman.
Three Clams: Shift+click on the Wealth build item to make it build after the Galleon.
Sugar Daddy: Click on the Hire Scientist plus icon "+" 4 times. The Foodbox should say "Shrinking (15 turns)."
Sugar Daddy: Click on Wealth to make it the current build item. Wealth will replace this Galleon, as we will not build this Galleon.
Goldfish: Remove the Artist Specialist. Remove the NE Coast citizen. Hire 2 Scientists. Both DesH Gold Resources should still be worked. The Foodbox should say "Shrinking (11 turns)."
Goldfish: Click on Wealth to make it the current build item. We will not complete this Horse Archer.
Ivory Towers: Click on the Hire Scientist plus icon "+" 8 times. The Foodbox should say "Shrinking (9 turns)."
Ivory Towers: Shift+click on the Wealth build item to make it build after the War Elephant.
Mystic: Click on the Hire Scientist plus icon "+" 5 times. The Foodbox should say "Shrinking (20 turns)."
Mystic: Click on Wealth to make it the current build item. We will not complete this Trebuchet.
DevilsGate: Click on Wealth to make it the current build item. We will not complete this Courthouse.
Zhou: Click on Wealth to make it the current build item. Wealth will replace this Courthouse, as we will not build this Courthouse.


3. On the next turn, Trade Divine Right to Toku for Music and whatever Gold that he will give to us (Music is a tech that he'll currently trade and would probably give to us for a high-valued tech like Divine Right)
Change the above point to:
3. On the next turn, Trade Divine Right to Toku for Toku giving us "Make Peace with Mehmed" and whatever else Toku will give to us.
4. On the same turn that Toku gets Divine Right, Trade Nationalism to Toku for Toku giving us "Declare War on Mehmed" and whatever else Toku will give to us.
 
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